Salah satu kelemahan yang dimiliki siswa tunagrahita yaitu kurang mampu dalam menangkap sebuah informasi yang dipengaruhi oleh rendahnya penguasaan kosakata sehingga mengakibatkan perkembangan bahasa siswa menjadi terhambat. Penelitian ini bertujuan untuk mengembangkan sebuah game edukasi berbasis android untuk membantu dalam meningkatkan kosakata bahasa Inggris siswa tunagrahita ringan. Penelitian menggunakan R&D (Research & Development) dengan metode ADDIE. Subjek dalam penelitian berjumlah 6 siswa tunagrahita ringan kelas X SMA di SLB Negeri Gedangan Sidoarjo. Uji coba produk dilakukan dengan uji coba formatif kepada ahli materi, ahli media dan siswa, serta uji coba sumatif berupa pre-test post-test. Data dianalisis menggunakan rumus Arikunto dan N-gain score.
Hasil penelitian menunjukkan bahwa game edukasi Vorily layak dan dapat digunakan sebagai media pembelajaran dalam meningkatkan kosakata bahasa Inggris siswa tunagrahita ringan kelas X SMA. Hal ini dapat dibuktikan dengan hasil uji coba formatif masuk dalam kategori sangat baik. Selain itu, hasil uji coba sumatif menunjukkan bahwa media game edukasi Vorily memiliki nilai efisiensi kategori rata – rata, hal ini ditunjukkan dengan adanya peningkatan kosakata siswa saat pre-test dengan nilai rata-rata 24,1 menjadi 67,5 pada saat post-test.
One of the problems faced by students with intellectual disability is the issue to collect information that is caused by the low mastery of vocabulary. Therefore, the language development of the students is hampered. The aim of this study was to develop an educational game based on android to improve the English vocabulary of students with mild intellectual disability by applying R&D (Research & Development) with ADDIE method. This study involved 6 grade X students with mild intellectual disability from SLB Negeri (Special School) Gedangan Sidoarjo. The product trials were conducted with formative trials with content experts, media experts and students, as well as summative trials in the form of pre-test post-test. Data were analyzed using Arikunto’s and N-gain score formula.
The results showed that the educational game Vorily is feasible and can be used as a learning media to improve the English vocabulary of grade X students with mild intellectual disability . This can be seen by the results of formative trials included in the excellent category. In addition, the results of the summative trial showed that the educational game media Vorily had an average category efficiency value, this was indicated by an increase in student vocabulary at pre-test with an average value of 24.1 to 67.5 during the post-test .
Keywords: educational games, English vocabulary, students with mild intellectual disability